View Full Version : System Hack / Fuel Failure
Balthazar
08-04-2006, 12:51 AM
System Hack
Darkness/Water
4 mana - Spell
- This card comes into your mana zone tapped.
- Your opponent skips his next draw phase.
Fuel Failure
Water/Nature
6 mana - Spell
- This card comes into your mana zone tapped.
- Tap all your opponents cards in his mana zone, they don't untap until the start of his second turn after this card being played.
Control all the way :P
Rox__
08-04-2006, 01:40 AM
I've got an interesting addition if you don't mind. Rainbow cards can stand having multiple effects. Oh, and a rewording of Fuel Failure, I think the rules text on that seems... non-Duel Masters-ish in its complexity.
System Hack
Darkness/Water
4 mana - Spell
- This card comes into your mana zone tapped.
- Look at your opponent's hand. Put one of the cards on his hand on top of his deck.
Fuel Failure
Water/Nature
6 mana - Spell
- This card comes into your mana zone tapped.
- Tap all the cards in your opponent's mana zone. He can't untap them his next turn.
According to Grape Globbo, the "look at your opponent's hand" effect costs 1 mana. Corile's top-of-deck bounce effect costs 3, compared to its power. Now your spell does both, for the same cost.
The Zar
08-04-2006, 02:07 PM
the only thing about your corile theory is it is returned from the field. so the first card should only be 3 mana.
DRY 1337
08-04-2006, 03:52 PM
Fuel Failure is way broken. I could just throw a few weenies out there then cast a few copies of Fuel Failure and win.
Magmarex
08-06-2006, 07:13 AM
Fuel Failure
Water/Nature
6 mana - Spell
- This card comes into your mana zone tapped.
- Tap all your opponents cards in his mana zone, they don't untap until the start of his second turn after this card being played.
2 Problems with this card:
1-Nature/Water does not exist in the English game
2-Nature doesn't have tapping
Making the card Light/Water is a must since those are the tapping civilizations. Also, how about raising the cost to 7 mana and make it a shield trigger?
Balthazar
08-06-2006, 12:34 PM
@ Magmarex - They will. In DM-13, the rest of civ combos will come. Anyways this is just make-a-card. Nature is about mana, isen't?
@ DRY 1337 - Do I hear Bombazar laugh somewhere? (joke) Okay, I get your point... Then I will make it like this:
Fuel Failure
Water/Nature
6 mana - Legendary Spell
- This card comes into your mana zone tapped.
- Legendary (If there are 1 or more "Fuel Failure" in your graveyard, this card can't be played)
- Tap all your opponents cards in his mana zone, they don't untap until the start of his second turn after this card being played.
@ Rox - Hey, it's make a card. I'm glad that you fixed the rules for "Fuel Failure", but "System Hack" was meant just to make your opponent skip his next start-of-turn draw.
DRY 1337
08-06-2006, 09:37 PM
Dude, good call on the "Legendary". I think that Petrova and Bombazar fit the category :D.
Rox__
08-07-2006, 01:23 AM
[QUOTE=Balthazar
@ Rox - Hey, it's make a card. I'm glad that you fixed the rules for "Fuel Failure", but "System Hack" was meant just to make your opponent skip his next start-of-turn draw.[/QUOTE]
Yeah, I know, but it's come to my attention recently that that's what Corile does. Corile practically bounces one creature to your hand, and prevents you from drawing a card next turn. So I figured, why not?
DRY 1337
08-07-2006, 05:23 AM
Let's try to steer away from that kind of effect. Interrupting your opponent's draw takes excitement away from the game and gets people to leave the game (example: Yata Garasu in Yugioh).
Shining Phoenix
08-17-2006, 05:43 AM
(example: Yata Garasu in Yugioh).
Ouch. I think another bolt in my head fell loose just then :P
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